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What do you look for in a server? (Poll)

What things are important to you in an MMO? (You can pick more than one)


  • Total voters
    69

Flatlander

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Hello guys!
I have been working on sort of a "Super-Custom Server" for awhile now.

The main thing I have been working on is Combat, trying to make it as fun, challenging and customizable as possible.

But, I started thinking about to other servers and games I have played in the past, and what really made them fun, and it was a number of things:
  • Buying and Decorating houses
  • Owning rare items, outfits, and other things
  • Fighting in PvP
  • Beating Difficult Quests while at a low level (Warlord arena at level 60 anyone?)
  • Hunting at high cost to level insanely fast (Mass PG is always fun)
  • Then there is always just RPG, hanging out, talking to other friend's online, etc
I do think there is a HUGE amount of people that mostly just care about PvP, and they probably don't even log onto OTLand forums at all so this poll isn't going to be very accurate.

But I think it would be interesting to see what people look for in a server. Also it would probably help me with what I should spend more time working on for my upcoming project (Currently Without a Name)

Feel free to Reply with specific things that you thought were really fun in the past from other games or servers.

An Example would be: (True Story)
On Libera (this was in 2005) I used to own a house, and every house near me was also owned, we all hung out every day making runes and training between hunts. It was like an actual community and made things interesting.

Let me know about your most fun times in Tibia or on an OT. Was it a PvP Moment? Or maybe a hard quests? Or even just Role Playing with Friends?

Oh and, answer the Poll :).
 
  • Fun and balanced is certainly important! If a server isn't balanced is not even worth playing..and a server needs to be fun, should always be something exciting to do and not just the same repetitive thing.
  • PvE (Hunting challenging monsters) are the best! fighting unique monsters is awesome because it takes strategy and isn't just the same old boring hunting.
  • Collecting Rares- this has to be one of my favorite things! when you're fighting a monster/boss and know that it can drop something really good and rare it's just a good feeling; it gives suspense and insight to hunting.
  • Role Playing- what would tibia be without role playing! the more cool and unique system there is the better. Which a lot of servers seem to lack :/
  • Questing- !!!! oh how I love to solve secrets, puzzles and riddles! It's just so much fun, exploring, reading books, beating challenges, etc..and it gives you something to do!
  • PVP- I don't enjoy PVP as much anymore considering how most people use all sorts of bots and such which isn't much fun. I still enjoy it somewhat as long as its balanced.
A good thing to remember is that a server is only as fun as the people you play with:)
 
@Zasranets
Everything I do with the server I always make sure it isn't going to "limit community".

We basically want to force players to talk to each other on a daily basis, whether it is to trade, form parties for hunting, questing, or exploring, we want players to constantly communicate with each other and form friendships and rivals.
 
Make a custom ots based on league of legens, this could be fun :p something totally different :D
 
I believe there are some games that change how people play games and kinda sets their tastes for life.

For me, those games would have been Dark Sun: Wake of the Ravager, Shadows Gate, Tibia, Tekken, Castlevania, Katamari Damacy, and the Touhou Project.

That list probably shows people my age.. especially since most of you have no idea what half of them are.

Obviously Tekken, Castlevania, Katamari and Touhou hve nothing to do with RPGs/MMOs, so I won't mention them.

Each of these games(series) gave me a different view on how a game can be presented and played, and gave a unique experience that I have had a hard time finding in other places.

I'll break each of them down, explaining what was great about them, and what they left me searching for in other games.

Dark Sun: Wake of the Ravager:
Dark Sun was a D&D video game series in the early 90s. It mixed D&D character design and item design rules with an open world adventure with a compiling storyline.

What really set this game out in my mind, was the fact that the whole game was 'open', it was up to ME to explore the whole world, read books and scrolls, interact with NPCs to 'figure out' what to do.

It never had a set path, allowing players to explore the world and do things in almost any sequence. I have recently watched 'lets play' videos of this game, and the order of how other people played the game, was COMPLETELY different than myself..

An example would be that the youtubers followed the advice of a messager and a scroll that they got in the beginning of the game, and I instead talked to a beggar NPC, and learnt about some underground resistance group and I ended up joining them and exploring the sewers... in both lets play videos, both players didn't reach these events till about 8 hours into their play..

Another interesting thing about this game was the way combat was performed.. positioning of your characters played a vital role, and you could actually hurt other people in your own party. You could also use your characters with the environment to create 'blockades', and force enemys to fight your group one by one, when in reality the battle was 30 vs 4.

Overview:
After playing this game, it has been really difficult for me to enjoy most RPGs that have very set linear paths, as I was spoiled with the ability of 'creating my own adventure', using my own wit by exploring, and figuring out what to do on my own. I was free to explore and interact with the world as I saw fit, and had 'freedom'.

Most RPGs (and mmos) don't allow this, as they just throw a dropdown window of options, and you basically just click the 'GIVE ME QUEST AND EXP' option... you never had to sneak around a Templar's office to find his journal and show it to a local official to prove that they are being had and sold out(you had to figure this out on your own)..

On the combat side, I can't enjoy games that have friendly fire off, and don't use the environment to create organic strategy, because this game force me to think of how to aim AoE spells, and how to position myself to not get 'swarmed' and not hurt my own party, in EVERY BATTLE.

Shadows Gate:
Shadows Gate was a point and click adventure game from the late 80s early 90s. The game featured no actual combat, but consisted of a giant castle that had tons of puzzles, and death traps.. It again was an open adventure game, that allowed for multiple ways to solve puzzles, and didn't have a set path.. players had to figure out on their own and could actually fail completely.

If you ever let your torch ran out, you would trip and break your neck, and die.

Overview:
This game taught me that I had to think about all of my actions, and that I could -fail-. Failing always made me frustrated, but made me feel rewarded when I actually figured out what to do, and actually succeed. Again though, without me being forced to think things through, it never mattered to me if I failed or not.. so again, failing only mattered because I was intellectually challenged.


Tibia:
My favourite game of all time, we all know what it is about.

Things that I could highlight from this game was open pvp, the interactions with others players, then openness of it all.

I also enjoyed figuring out quests on my own.. without wiki, or even before it was on wiki. I did the blue legs quest on real tibia before it was placed on wiki, and did poi with a team without reading wiki. Then there was the paradox tower.. figuring out that beast was difficult without a cheat sheet. Tibia was intellectually challenging, though I am aware that most people just read a guide rather than figure things out for themselves, completely removing this feature for most players (especially OT players)

A few things that I'd like to mention, that the game world was so open, that me and Flatlander played on the SAME SERVER, for YEARS, without knowing each other, that just feels interesting to me now looking back.
 
im all bout pvp so if u got a good pvp system with like 7 frags daily rs n stuff it be fun to play on n pk on
 
i really enjoy pvp when u can kill someone 1v1 (and not by them runing out of potions i mean outplay)
 
I have loads of ideas in mind that im trying to implent and will release.
The entire tibia basis is great, but the system failed years ago.
I will for sure follow this thread closely.

Kind Regards,
Eldin.
 
i really enjoy pvp when u can kill someone 1v1 (and not by them runing out of potions i mean outplay)

PVP, should be able to kill eachother 1v1, and not this "run outta supplies shit"

My upcoming server has the ability to kill players 1v1 using "skill" rather than "who has more supplies".

I can't talk about it much... yet, but just know whether fighting monsters or players it already requires strategy and skill.
We also took care of the "70 backpacks of potions" problem that tibia introduced.
 
My upcoming server has the ability to kill players 1v1 using "skill" rather than "who has more supplies".

I can't talk about it much... yet, but just know whether fighting monsters or players it already requires strategy and skill.
We also took care of the "70 backpacks of potions" problem that tibia introduced.
Sounds great!
 
Its SAD but 90% of tibians searching for Realmap , many ppl tried to make a custom server but total failure.
 
Its SAD but 90% of tibians searching for Realmap , many ppl tried to make a custom server but total failure.

I've played most custom servers. I assume many people here have played custom servers. 100% of the time they are worse than real maps in the long run.

Like it or not, RealMap Tibia servers are balanced and have plenty of content (and relatively fun pvp). To make a popular custom server you will need to compete with that.
 
I've played most custom servers. I assume many people here have played custom servers. 100% of the time they are worse than real maps in the long run.

Like it or not, RealMap Tibia servers are balanced and have plenty of content (and relatively fun pvp). To make a popular custom server you will need to compete with that.

This is one of the most true things ive seen someone say in a while :p
i also really like custom servers but most of the time people forget to implement cool quests/hunting places/lore and such. These are the things that RL tibia has...

The amount of work that has to be put into a custom server is just massive, that most people tend to release way too soon. Ofcourse there are exceptions of servers that made a really great/epic servers: Necronia,ascalon,Thronar (never fully released tho)...

A server becomes great for me , if there is a good lore, hard and interesting quests, some cool bosses to fight and a decent community to pvp a bit also (this is a surplus)

For me the most fun i had on tibia was when i first started back in the day (long time ago): everything was new and exciting. Seeing Main for the first time, Oh so beautifull but so scary aswell. Meeting new people, making new friends (and enemies ofc :p). It got me hooked that i kept returning even after retiring for a couple of years. The beauty of Tibia lies within the community IMHO, when you got a good community it doesnt really matter that the map isnt that good or there are some minor bugs.
 
This is one of the most true things ive seen someone say in a while :p
i also really like custom servers but most of the time people forget to implement cool quests/hunting places/lore and such. These are the things that RL tibia has...

The amount of work that has to be put into a custom server is just massive, that most people tend to release way too soon. Ofcourse there are exceptions of servers that made a really great/epic servers: Necronia,ascalon,Thronar (never fully released tho)...

A server becomes great for me , if there is a good lore, hard and interesting quests, some cool bosses to fight and a decent community to pvp a bit also (this is a surplus)

For me the most fun i had on tibia was when i first started back in the day (long time ago): everything was new and exciting. Seeing Main for the first time, Oh so beautifull but so scary aswell. Meeting new people, making new friends (and enemies ofc :p). It got me hooked that i kept returning even after retiring for a couple of years. The beauty of Tibia lies within the community IMHO, when you got a good community it doesnt really matter that the map isnt that good or there are some minor bugs.

Exactly! I always hate seeing projects that COULD be amazing die, because they released early and the low amount of players discouraged the creators from completing a server.

BEFORE a custom server is released into "beta" or anything, you NEED it to be balanced, full of content, and fun. Beta is for fixing bugs, not for showing off what you have done so far. (If you want to show something off, make a video, don't release your server before it is ready)
 
Bottom line is players these days don't like complex things. Theres only a select number of players who are willing to actually explore a map and look for new secrets. People like it when things are simple and laid out for them, they want a large number of spawns so they can always have options on where to hunt as well as many quests incase they get bored of hunting. They also want activitys in which they can do if they simply dont want to hunt or do quests. At the end of the day servers dont have a full setup, servers typically focus on one aspect of the game and leave out others. Spend too much time mapping not enough time balancing. spend too much time balancing and focusing on pvp not enough to do outside pvp. At the end of the day, your poll doesn't matter one bit, cause right there you're getting the opinions for everyone and then you may focus on which ever one has the most votes and theres where the problem is, because it doesnt matter if 70% go one way, you need to please the other 30 % otherwise you lose 30% of your player base which causes others to quit due to lack of community.
 
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Easy to learn, hard to master is how games should be made in my opinion.

It should be easy to understand, but mastering the skill should take work and time.
 
PvP (Fun and Balanced!):
Lets be real you won't ever have balanced in a server, simply cuz there will always be someone to whine that their character is not strong enough, but yeah who doesn't want balanced fun pvp battles, imagine seaging castles against other alliances/teams​
PvE (Hunting challenging monsters):
This is one of the most important points, in my opinion, if you get the players to do some interesting mechanics to kill a boss or even mini boss's you will get your players to enjoy the game so much more, since who doesn't want to kill a BAM(Big Ass Monster) with their friends;Perhpas Solo.​
Collecting Rares (Gatta love showing off items in your expensive house and having cool outfits!!):
Lets be real who dosn't want to have shiny shit to show your woman.​
Questing (I like to beat challenges and solve puzzles!):
In my humble opinion this go along with PvE hunting, but yeah doing puzzles its a good way to entertain good RPG players(Oh yeah this go well with Role Playing your other Point :P) if you have good puzzles you most likely will have players interested in find out the solution :)
Power Gaming (I want the be one of the highest levels! PG all Day!):
Bring it on! I'll be top :)



TL;DR
In reality if you wan't to have a susses full custom server (200 around Players[Lets be real Tibia is dying and OTs are run by RL servers]) you gotta do a mix of them all. you won't need to focus to much on botters since they will get bored, How so? since its a Custom server some of the better items will be found by doing puzzles/quest and they won't do em'.
Focus on PvE more than PvP but don't leave it just hanging. give hard quest quest that make your brain think harder, and reward the players for completing them, also for those HardCore PG make challenges, after 1,000,000,000 Monster killed give them some type of title. something that push them to keep on going
 
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